**OFFICIAL** Diablo 3 Thread

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Feneant2

Golden Member
May 26, 2004
1,418
30
91
i have no idea how i can ever gear up, my gear sucks but unless i win lotto with an epic drop to sell for xxxx millions, i can't afford to buy anything lol

As long as you can do inferno act 1, I see no need to spend millions. Though it would be fun to see a higher percentage of level 63 drops by farming act 2.

My policy now is if I find an item worth many millions, I sell it and with the profit buy a cheaper upgrade at about 10% the value of the sale and sell the rest of the gold. For example I found a nice belt a few weeks back, sold it and got a return of 30 million. I then sold about 28 of those millions for cash and spent the last 2 on a life on hit weapon that is much better than what I was presently using. I saw no need to spend 30 million for the extra 200 dps and socket I'd get on the weapon since I only farm Act 1.

I guess my reasoning is I see no point in spending 30-100 million on equipment considering that gold can be sold for REAL cash instead of items for a game which really sucks when you think about it. The only reason I stay is because there's cash (however little of it) to be made.
 

stag3

Diamond Member
Feb 7, 2005
3,623
0
76
hmm good point, i wanted to be able to farm act 3 comfortably, but what you're saying makes sense
 

nyker96

Diamond Member
Apr 19, 2005
5,630
2
81
yeah i was hoping for a quick fix to the WD summons, but they took so long that i already lost interest in keep playing the WD.

did 7 or 8 more recipe helms...
found this one:
220 intelligence
105 vitality
+ armor
life regen
11% locust swarm damage (WD)
Socket

Should sell kinda well...

and another one

80 dext
80 vit
80 str
40 resist to something (cant remember what)
59 resist to all
11% thunder fist or something like that (monk ability)

ill try to sell each of them for at least 500k...

I agree, WDs seem to me are so underpowered I am having trouble staying alive in a1 inferno w/ WD. The monsters chew thru summons too easily. If they want to balance the game, they need to make WD summons tougher.
 

BD231

Lifer
Feb 26, 2001
10,568
138
106
I rip through inferno with the witch doctor and im not even done kitting him out yet. I do 56k damage + 230% critical. Combined with flaming skulls that bounce from one target to another u cant match the combined damage with any other class, witch doctor so far is the hardest hitting class there is. Summon five fetish that do 250% damage EACH upon summoning and hold back an entire pack of elites? Doesnt get much better than the witch doctor if max damage is what youre after
 

nyker96

Diamond Member
Apr 19, 2005
5,630
2
81
I rip through inferno with the witch doctor and im not even done kitting him out yet. I do 56k damage + 230% critical. Combined with flaming skulls that bounce from one target to another u cant match the combined damage with any other class, witch doctor so far is the hardest hitting class there is. Summon five fetish that do 250% damage EACH upon summoning and hold back an entire pack of elites? Doesnt get much better than the witch doctor if max damage is what youre after

can you post a link to your WD? thanks I really like to know how to gear and skill that char.
 

stag3

Diamond Member
Feb 7, 2005
3,623
0
76
ugh first 2 runs tonight again, 16-20 rares, only 1-2 of those of each run were 60 and above ilevel....wtf i don't need 52-58's
 

silverpig

Lifer
Jul 29, 2001
27,703
12
81
Whats really good dps for a Demon Hunter?

I just finished act 2 inferno and with sharpshooter maxed out I'm at 105k dps. Without sharpshooter I'm at about 35k I think.

I think I have about 2k dex and a 1084 dps crossbow.
 

DVad3r

Diamond Member
Jan 3, 2005
5,340
3
81
My account got hacked today, all my items and gold are gone. I opened a ticket but Blizzard doesn't seem to care.

Had a nice DH, worth about $ 350 in real money item wise, not to mention 30 million in gold.

You need about 80 k DPS without sharp shooter to farm act 3 somewhat decently, ideally 120 k DPS without sharp shooter to farm fast.

If my account doesn't get restored I'm quitting the game.
 

Nintendesert

Diamond Member
Mar 28, 2010
7,761
5
0
My account got hacked today, all my items and gold are gone. I opened a ticket but Blizzard doesn't seem to care.

Had a nice DH, worth about $ 350 in real money item wise, not to mention 30 million in gold.

You need about 80 k DPS without sharp shooter to farm act 3 somewhat decently, ideally 120 k DPS without sharp shooter to farm fast.

If my account doesn't get restored I'm quitting the game.




Were you using the Blizzard authenticator?
 

digiram

Diamond Member
Apr 17, 2004
3,991
172
106
I rip through inferno with the witch doctor and im not even done kitting him out yet. I do 56k damage + 230% critical. Combined with flaming skulls that bounce from one target to another u cant match the combined damage with any other class, witch doctor so far is the hardest hitting class there is. Summon five fetish that do 250% damage EACH upon summoning and hold back an entire pack of elites? Doesnt get much better than the witch doctor if max damage is what youre after

Same here, but I'm kinda opposite. I run the tank dr. build. It's so awesome.

I'm invincible in Act 1 and 2 inferno. Act 3-4, I can get by, and I'm rocking mf gear.

My build is Acid cloud (Acid Rain), Zombie Bears, Spirit Walk(jaunt), Soul Harvest(siphon), Garg(bruiser), BBV(mana regen).
Passives: Jungle Fort, Blood Ritual, VQ.

Scary face with + armor is a good sub for the Garg, but I hate when they run away from me.

For this build to work, you need LOH. I have about 900+. Then focus on armor+resists. I'm like 400 AR, and 5k+ armour. Mana-regen is critical as well. I recommend having a helm and knife with mana regen. Visage of Giyua can be had for a reasonable price. It gives good mana regen and some have + mana.
 

HopJokey

Platinum Member
May 6, 2005
2,110
0
0
My account got hacked today, all my items and gold are gone. I opened a ticket but Blizzard doesn't seem to care.

Had a nice DH, worth about $ 350 in real money item wise, not to mention 30 million in gold.

You need about 80 k DPS without sharp shooter to farm act 3 somewhat decently, ideally 120 k DPS without sharp shooter to farm fast.

If my account doesn't get restored I'm quitting the game.

Looks like Blizzard was hacked, there is a huge story on it. Everyone should change their password if they haven't done so already:

http://diablo.incgamers.com/blog/comments/blizzards-battlenet-hacked-change-your-password-now
 

Imp

Lifer
Feb 8, 2000
18,828
184
106
I changed every password except my bnet last night.... Damn, I was tired.
 

JumBie

Golden Member
May 2, 2011
1,645
1
71
Well, we're getting closer to 1.0.4, and while it's still a few weeks away we're going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. To kick things off, I wanted to provide an overview of some of the larger systems changes and game improvements.

Let's get started!

So Happy Together

While many people are playing co-op, it’s still a minority of games. Ideally we would like players who want to play solo to be able to solo, and players who want to play co-op to play co-op. At the moment though playing solo is the clear choice, even for those who would prefer co-op with some of their friends.

The change we made back in 1.0.3 to remove the bonus monster damage per additional player was a great start, but we can clearly go a bit further. The first change we’re making in 1.0.4 for co-op is to remove averaging in multiplayer games of Magic Find and Gold Find. You’ll benefit from your full Magic Find stat, independent of other players in the game. We originally added Magic Find averaging so optimal play did not involve people stacking what we call “adventure stats” to the detriment of their party. While this may re-emerge as a problem, we think the current solution feels like too much of a penalty, and is doing more harm than good.

Along the same lines as the change in 1.0.3, we’re going to be lowering the health multiplier for monsters per additional player in co-op games. It’s going to be a flat 75% in 1.0.4 for all difficulty levels, as opposed to the scaling 75/85/95/110% it is now. This makes enemies far more manageable in co-op games, and rewards a co-ordinated group with a higher farming efficiency than playing alone.

Shrinking the Gap

We know there are a lot of you out there that are really frustrated by the difficulty of some of the champion and rare packs, so in 1.0.4 we’re going to shrink the gap between normal monsters and Elite packs (Champions and Rares). The design intent of Champion and Rare packs is to provide a spike of challenge, but in general we feel like the gap is too big. Normal monsters die quickly and are usually just fodder, and Champions and Rares can feel like a brick wall. In general we’re looking to bring normal enemies up a smidge, and Champions and Rares down.

So, in 1.0.4 we’re increasing the health of normal monsters by approximately 5%-10% in Inferno, but also increasing the likelihood they drop magic or rare items by a factor of four. We’re correspondingly lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap. We’re still working on those numbers, but that’s approximately what we’re shooting for.

To further reduce the gap between normal and Elite monsters, we’re adjusting some of the more frustrating monster affixes, such as Fire Chains and Shielding.* Of course there are some normal monsters that are massive spikes in difficulty too, and we’ll be making polish adjustments to a few of those as well, like reducing the damage of two-handed skeletons like Skull Cleavers.

Weapons Master

One of the general improvements we’d like to make to our item game addresses the difference between an item having a chance of being good vs. knowing the item isn’t going to be good before you even identify it. In other words, there’s a world of difference between an item having no chance of being good, and some chance of being good. It’s not something we’re going to be able to fully address in 1.0.4, but giving every dropped item a chance to be good is a long-term goal. One area we felt we could make immediate improvements for 1.0.4 was with weapons.

Weapon damage is the most important stat on a weapon. It can be disheartening to get a lot of weapon drops and you know before even looking at them that they have no chance of being good. To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63.

We also want to close the gap between dual-wielding and two-handers, and so we’re improving two-handed melee weapons by creating a new set of stronger affixes to compensate for the loss of stats that can come from your offhand.

On the topic of two-handers, we’re also changing how damage is calculated on a few damage-over-time skills. Many skills have text like “Deals 75% weapon damage for 5 seconds”, which isn’t exactly clear as it can be interpreted a few different ways. It also made skill evaluation difficult, particularly for skills with long durations or cooldowns. We’re switching a lot of these skills to read “X% weapon damage over 5 seconds”. Many skills already follow this format, and understanding what the skill does is very clear. As the skills are converted there is an additional opportunity: when converting to this format, choosing a value for X depends on your weapon speed. So what we’ve done in most cases is assumed a high attack speed (at least 2.0 attacks per second), chosen a value of X, and then in many cases bumped the value even higher. A skill that currently does 75% weapon damage for 5 seconds, with a 2.0 speed weapon, will convert to at least 750% weapon damage over 5 seconds. The skill becomes easier to understand, is a small buff for most one-hand builds, and a big buff for two-hand builds.


Efficiency vs. Challenge

Rather than focus on whether or not you can beat an enemy, many players would rather figure out how fast they can beat them. We’re removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs. We don’t think they fit well into the general philosophy of the game, which is more about trying to farm as efficiently as possible. You’re already incentivized to kill things quickly, if a pack happens to take you a long time it can just feel unfair to have the pack enrage, kill you, and then heal back to full. The original intent behind Enrage Timers was to have a few encounters that served as a “DPS check” that also add tension and excitement. Due to the randomness of Champion and Rare monsters, combined with a general philosophy of efficient farming, this was simply the wrong approach for us to take. The Enrage Timers feel more appropriate on bosses, where the setup, predictability and mechanics of the fight add the required context for the time limit.

We can’t get away from the Efficiency vs Challenge discussion without talking about death penalties. When we increased repair costs in 1.0.3 it was to make death meaningful. Efficiency is not only about how fast you kill things, but what efforts you’re putting into doing so. Dying should cut into efficiency, and that creates a meaningful challenge to stay alive in not only how you play, but the importance of how you’re designing your character. That said, we think repair costs are just a bit too high, so in 1.0.4 we’re going to be reducing repair costs of high-end items by 25%.

Legendarier

We have improvements coming to Legendary items, and it seems like an important enough subject to give them their own blog. Stay tuned as Senior Game Designer Andrew Chambers gives the rundown in the next week or two. As a general reminder though, existing items are not changing. The Legendary improvements are going to be for Legendaries dropped or crafted after the 1.0.4 patch goes live.

Stay Classy

We're making a metric-ton of changes to classes, so we’re going to have separate blog posts for each. But in general we’re looking at unpopular skills and asking ourselves a few questions:

Does the skill have any control or readability issues that would make the skill less satisfying to use? If so – polish the skill more. A good example here is the Barbarian Rend ability – many people don’t use it because you can’t always tell which enemies are affected by the bleed and which aren’t.
Does the skill fill a similar role as an extremely popular skill? If so, buff the skill to be competitive with the popular skill. For example, Bola Shot could be a solid skill, but simply doesn’t have the raw damage when compared to Hungering Arrow, so we’re buffing Bola Shot to be competitive.
Does a skill have a dominant rune? If so, can we buff the underused runes to be more competitive? A good example here is the Wizard Hydra skill. The Venom Hydra is by far the most popular rune, and for good reason, so we are buffing the other runes to make them more competitive with Venom Hydra.
Is the skill a resource spender? In general we have found that many resource spenders just don’t do enough for their resource cost. Here I would use the example of Wave of Light, which is a fairly significant expenditure of Spirit that doesn’t always seem worthwhile. Many damage-oriented resource spenders are receiving buffs in 1.0.4
Would buffing the skill increase or decrease build diversity? Some skills when buffed cause other skills to become obsolete, so there’s a net decrease in build diversity - we’re more careful with those. Other skills, when buffed, add to the total pool of appealing skills, which increases build diversity. The most obvious example here is the Witch Doctor Zombie Dogs and Gargantuan, which are both receiving significant improvements in 1.0.4.



We hope you have fun, and stay tuned for each of the specific class articles in the next couple weeks.

The Outro

These are really just a few of the topline systems changes we’ll be making in 1.0.4, and we hope you’re looking forward to them as much as we are. We’ll of course have a lot more info coming at you in the weeks ahead on Legendary items, classes and more, as well as some interviews we’ll be holding shortly before the patch goes live – which, by the way, is currently targeted for the fourth week of August.

See you in-game!

*P.S. We’re getting rid of the Invulnerable Minions monster affix.

Wyatt Cheng is Senior Technical Game Designer on Diablo III, and as a member of Blizzard’s Beef Jerky Club is ordering jalapeno, habenero & ghost chili jerky this month.
 

akahoovy

Golden Member
May 1, 2011
1,336
1
0
Most of the changes look life safe bets to try to keep the game popular. If I was still very into the game, I would love the fact that there's no longer invulnerable minions. I figured out the best way to kill them was Archon anyway, but it's nice to see it go.

The best changes I think are the multiplayer ones. Not being punished anymore for wearing MF gear and having longer fights because of higher hp.
 

bonkers325

Lifer
Mar 9, 2000
13,076
1
0
the game will be easier, but now the goal is to stack as much MF as possible as you don't share MF anymore.

co-op play have a whole new level, as you have to coordinate kills for MF swap, and in general you will have a better co-op experience if your team is good. also, they buffed the drop rates on trash mobs, so now they're not exactly 'trash mobs' anymore. it may be worthwhile to kill everything in your path now, if you have a decent MF set.
 

darkewaffle

Diamond Member
Oct 7, 2005
8,152
1
81
I dunno, seems like the game will now be too easy?

Well, people liked that in D2 after all

But yea, I was thinking the same thing, seems like it's further nerfing that which does not need to be nerfed lol. The ideas for multiplayer are good though, at least in principal if not in execution.
 

darkxshade

Lifer
Mar 31, 2001
13,749
6
81
damnit, I just geared my barb and already I feel like selling everything off since they're buffing legendaries, increasing trash mob rare dros by 4x and buffing i61-62 weapons.

It seems like they're overhauling the entire game by buffing undesirable skills to be on par with currently popular ones which means there could quite possibly be a lot of new exciting builds around the corner and I don't wanna be stuck with an old build.
 
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